Update - Monday, June 18, 2007

Amy Awien

Amy Awien

Forge Runner

Join Date: Jul 2006

R/

Quote:
Originally Posted by Alderin
There are far better skills that aren't even PvE only that come in more handy.
Name one skill that gives a +20 AL and 33% IAS with an unlimited duration (with decent levels of critical strikes it will be renewed within it's duration).

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

Quote:
Paragons? Hahaha. Did you ever want a paragon in your group over any other profession (unless running a searing flame build and thought "They're on Fire" would be nice). Something tells me that your answer then is quite different then your answer now!
I wish I can say that was true but unfortunately it was not. I went to Urgoz and ran a build that uses There On Fire + There is nothing to Fear at r10 Sunspear with 16 leadership. The build was quite good despite ignorant people.

Peoples psychotic hatred for using a Paragon baffles my mind at times. Even when I was reducing party wide damage by 72% Setting everything of fire and increasing critical s by 63% it was not enough for some prejudices to die.

I don't care about what stupid people think anymore about the Paragon. It is still my favorite class and still I find it a joy to play despite noob ignorance.

ALSO.... Im a bit disapointed that any class can benifit from the Ritualist SS skill. You don't have to be a Ritualist to get the best benifit of the skill. I use it with my Paragon to increase the DPS I do in combat and it works quite well.

Too well in fact and I would like the see a change so that the Ritualist can get better use of it than other classes.

Perhaps an additional +1 damager per 2 ranks in Spawning Power?

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

Quote:
Originally Posted by Engel the Fallen
Oh well, I guess I will go Ele / Dervish now to keep intensity up all the time.
BUZZZ!!!! wrong answer. please try again

mazey vorstagg

mazey vorstagg

Wilds Pathfinder

Join Date: Aug 2006

Nodnol

Meeting of Lost Minds

E/Mo

What's wrong with intensity! With a enchanting mod and half recharge time it'll be just the same in power as all of those other little boosts.

I like it, it was overpowered!

A good update A-net (especially for Critical Strikes)

Wacky

Lion's Arch Merchant

Join Date: Feb 2006

Trans Tasman Alliance [TTA]

Me/

I'm happy with the content of the update. It makes the balance of power between the holy trinity and other classes a bit more even.

They really should have balanced the skills *before* they released them though, so people wouldn't complain about all the nerfs.

But you know, the ranger skills still need a buff (I don't really play ranger, so I don't really care though).

Series

Banned

Join Date: Aug 2006

Quote:
Originally Posted by drakun01
GW is beginning to lose one of the things that I prized most about it: the freedom to fo your own thing.
In most MMOs on the market, healers heal, tanks tank, nukers nuke, and rogues screw around in stealth. Not so in GW.
The Healing Necromancers and Elementalists. Rangers effectively using swords and hammers, or spamming life stealing skills. Elite dungeons being ripped to shreds by groups made up of a single class. Ritualists using melee weapons to destroy anyone in their way. There are many other examples out there.
But, as of late, that aspect of Guild Wars has begun to fade. The recent updates have been discouraging diversity. One of the key aspects of this game is the ability to utilize skills from two different classes to benefit both, like Monks using [card]Frenzied Defense[/card] or MS Elementalists running [card]Arcane Echo[/card] and [card]Echo[/card], or even warriors running [card]Physical Resistance[/card].
While it makes since that certain skills should be tied to the primary attribute, I think that they should allow for secondaries to use these skills to their advantage. Just change the skills so that only primaries get the most out of them. For example, Critical Agility is one that many classes would like to make use of. So, instead of cutting them off from it, instead change the wording so that is is something like this:
For 4...13 seconds, you attack 33% faster and gain +10...22 armor. This Skill adds 4 seconds plus 1 second for each rank in Critical Strikes each time you score a critical hit, to a maximum of 4...13
Most useful secondary options require an investment. Using your secondary's PvE only skills to full effect is essentially adding another elite to your bar (or two!) with no investment at all required.

On the next subject...

I'm sorry but all the rage quit posts and such are uncalled for. Just think for a moment...

Some people are quitting the game (read: throwing a hissy fit) because:
1. Anet adds new skills.
2. The skills are incredibly powerful.
3. Anet tweaks them to make them more useful to the undesirable classes and less overpowered but still good.
4. You suddenly are no longer able to beat the game and totally suck.

If you suck now, you sucked a week ago as well. I don't mean to sound harsh but that's just how it is. If you can no longer play your profession without an uber assassin skill on your warrior, for example, then well I hate to say it but Anet is not the one at fault. And trust me, I never thought I would be sitting here defending Anet. But from a balance point of view, they did wonders. They essentially made paragons, ritualists, assassins, and mesmers more powerful without destroying PvP game balance by using a creative idea. I would go on but I believe my last post covered it all.

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

Quote:
Originally Posted by mazey vorstagg
What's wrong with intensity! With a enchanting mod and half recharge time it'll be just the same in power as all of those other little boosts.
Youre rarely going ot hit the recharge time on it, certianly not enough to make it useful to take over other skills the ele has. With a 20% enchanting wrapping you still only get the skill for 12 seconds, and still have 33 seconds of downtime. Not the most impressive for a skill. You would have to hit the 20% recharge every time for this to be useful, even then.....

baz777

baz777

Jungle Guide

Join Date: Dec 2005

South East England

Leader: Lady Hairy Armpits S[mell]

E/

Quote:
Originally Posted by Silly Warrior
Elementalist
Elemental Lord: decreased the bonus to Elemental attributes to 1.
Intensity: decreased duration to 10 seconds, increased recharge time to 45 seconds.

Both skills now completly unusable and not worth a place on the skill bar

murtagh deadmoon

murtagh deadmoon

Frost Gate Guardian

Join Date: Nov 2006

Call to the Torment {CttT}

A/

Good job A-net, you've restricted the skills in a reasonable way. The warriors are complaining about losing Critical Agility because it basically lasts 4 seconds for them, but how many other IAS skills do they already have? and if you noticed all the warrior skills Assassins could "borrow" to use only last that long anyway.

A-net dealt this in a reasonable way, I don't see the problem with intensity...You could easily cast it throw down your mass AoE and get some major use out of it? I'm not much of an ele so I wouldn't know

The other nerfs are well done GJ a-net

-Loki-

-Loki-

Forge Runner

Join Date: Oct 2005

This is ridiculous. If they are going to balance these PvE only skills the way they balance normal skills, there's no point making them PvE only.

baz777

baz777

Jungle Guide

Join Date: Dec 2005

South East England

Leader: Lady Hairy Armpits S[mell]

E/

Elemental Lord: For 30...54 seconds, your elemental attributes are boosted by 1


[skill]Glyph of Elemental Power[/skill]


Please tell me, what is the point?

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

Quote:
Originally Posted by -Loki-
This is ridiculous. If they are going to balance these PvE only skills the way they balance normal skills, there's no point making them PvE only.
Seriously. They did alright with the lesser used pve classes (mesmer, sins) but most of the other skills are balanced better (better as in not overpowered) than the skills used in pvp.

I dont think these skills should be 1 hit killers but make them worthy of having over others.

spellsword

Frost Gate Guardian

Join Date: Mar 2006

The ele skills are now useless... They are PvE skills, they are supposed to be overpowered. Change them back to how they were, then someone might actually use them. There is no point to use them now...

And what the hell were they doing for the last months if they only decided to nerf the skills now anyways?

gg Anet, you screwed up again. Guild Wars used to be good...

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by baz777
Elemental Lord: For 30...54 seconds, your elemental attributes are boosted by 1


[skill]Glyph of Elemental Power[/skill]


Please tell me, what is the point?
There is no point to it, personally I didn't think there ever WAS a point to it. It's an enchantment and can so easily be stripped. Glyph > Enchantment any day in my opinion.

Well I'm certainly not going to kill myself trying to clamber up the Friend of the X title track...there is very little point in many of these new skills...I'd rather just stick to my usual builds tbh.

Quote:
Originally Posted by spellsword
They are PvE skills, they are supposed to be overpowered.
I was always under the impression PvE skills were supposed to augment your current skills...not "look at target foe and PWNZORZ all the foes on the map"...I never really thought intensity was overpowered...I felt it was a nice balance. I notice however the Dervish enchantment, Eternal Aura, remains unchanged...I felt that was one the most overpowered of them all.

Diablo???

Diablo???

Forge Runner

Join Date: Jun 2005

Seattle

SPQR

N/R

Quote:
Originally Posted by baz777
Elemental Lord: For 30...54 seconds, your elemental attributes are boosted by 1


[skill]Glyph of Elemental Power[/skill]


Please tell me, what is the point?
I agree the glyph is still a better choice, but I guess the point is that you don't have to spam the skill and are no longer restricted to 5 spells...

Gli

Forge Runner

Join Date: Nov 2005

Quote:
Originally Posted by murtagh deadmoon
Good job A-net, you've restricted the skills in a reasonable way. The warriors are complaining about losing Critical Agility because it basically lasts 4 seconds for them, but how many other IAS skills do they already have? and if you noticed all the warrior skills Assassins could "borrow" to use only last that long anyway.
I'm well and thoroughly unimpressed. They only restricted a few of the skills from being useful on secondary professions, not all of them. That should be a clue that something is very wrong.

Oh no, "There's Nothing to Fear!" is useful to other professions! Can't have that, because no one likes Paragons and we want to give them one skill to make it all better. Argh! those dervishes are running Critical Agility! Stop them, that skill was meant to make assassins feel loved. No one else should have these skills, it's just not right! Nerf, nerf, nerf!

What was that, someone is running Vampirism on a necromancer? Necrosis on a mesmer? Who cares. *snicker* Those skills are nothing special. Who plays mesmers anyway?

Bug John

Krytan Explorer

Join Date: Aug 2005

is it normal that critical agility is only reloaded for 4 seconds when you land a critical hit ?

xDusT II

Wilds Pathfinder

Join Date: Aug 2006

Melbourne

I think it ironic that they combined two of the worst things a mesmer can do in PvE into one skill.

E-Denial is useless in pve. Enough said.
Degen is for the most part, useless in later areas of PvE (Sub-Par Damage)

Prize_check_asker

Frost Gate Guardian

Join Date: Jul 2006

Intensity: 10seconds lasting time / 45 recharge time = not fun.

25-30secs lasting time / 45secs recharge time = would work? Maybe... or not, don't know.

At the moment intensity really isn't worth of using in most places... after all, these are only-pve skills, no need to nerf them to ground. >>_>>

(I am happy for mesmer pve-skill buffs but sadly I don't own a pve-mesmer.)

Ferret

Ferret

Elite Guru

Join Date: Jul 2005

England

Ferrets Unity of Rogues (FUR)

R/Mo

Bad nerf of ele skills...45 sec recharge, ouch. I was about to start trying em out too.

Also, i think tying them to attributes has rather buggered them. I was looking forward to the Paragon Sunspear skill until they linked it to leadership, now it rather screws it for my build. Maybe if it was 1 second for each rank, not every two?

Ah well, good skills come along that have NO effect of PvP and they skill get nerfed 5 secs later.

Hope they all get evened out better by the end of the week.

NinjaKai

Forge Runner

Join Date: Feb 2006

UK

Duality Of The Dragon

Either Glyph of Renewal disappeared. Or people are mainly moaning how they can't use intensity with their powerful damage elites. It is usable, just not with powerful elites. I think it's well balanced since you can still use it effectively. I'm also very glad they made the other skills profession specific.

zakaria

zakaria

Lion's Arch Merchant

Join Date: Jan 2006

Quote:
Originally Posted by -Loki-
This is ridiculous. If they are going to balance these PvE only skills the way they balance normal skills, there's no point making them PvE only.
QFT, I'm OK with this update except intensity and elemental lord both of them suck now and useless to waste slot on them.

QoH

Lion's Arch Merchant

Join Date: Nov 2005

Divine Beings

R/

Not all skills linked to their primary attributes, seems a bit illogical.

Seef II

Seef II

Desert Nomad

Join Date: Nov 2005

US

R/Mo

Quote:
Either Glyph of Renewal disappeared. Or people are mainly moaning how they can't use intensity with their powerful damage elites. It is usable, just not with powerful elites. I think it's well balanced since you can still use it effectively. I'm also very glad they made the other skills profession specific.
Why Glyph of Renewal when Searing Flames recharges in two seconds?
I goshdarned liked Critical Agility on my Dervish. Good reason to run /A instead of /W or go pure D. Now, I've lost a slot, having to take Conviction + Heart of Fury to do what Critical Agility did. How's that for opening up new builds?
Quote:
Ah well, good skills come along that have NO effect of PvP and they skill get nerfed 5 secs later.
If Intensity and Cry of Pain weren't so spiky, they'd actually be pretty nifty as normal skills. What's the bet a couple of these were EotN suggestions pulled from the cutting room floor and randomly buffed for PvE?

EPO Bot

EPO Bot

Desert Nomad

Join Date: Aug 2006

Mo/N

Lets see:

Assassin: Good change since it makes assassins more wanted in pve. It's no longer imba for wamma's but they were strong enough on their own.

Ele: I always tought this skill was meant to spike a vip enemy into sub atomic particles, no to permanently make ele's godlyer. Good change too.

Paragon: TNTF changed into what it should have been in the first place. Now even the n00best mending pug can no longer deny the usefullness of this class.

And about the Ranger beast skill: This one is to promote real beast mastery intead of using your pet as fuel to spawn minions. Archers and trappers didn't need a buff, since there already was nothing they couldn't handle.

Derwish needed a buff in pve since it was pretty hard for them to find a pug if they wanted one. So keping up your avatar is fine for me. (in pve only)

Mezmers simply became better at what they do. They will still have problems finding a party, but that's because your average pugger can't understand what makes them good.

Ritualist do exactly what they need to do. Vampirism is something to make secondary Rit's happyer i guess.


All in all, this update is sound. Of course people whine because they cant pwn anymore, but i harbor no illusion of the average mmo crowd.

Good update.

glountz

glountz

Jungle Guide

Join Date: Nov 2005

W/Mo

The elementalist nerf is bad. I propose this balance.
Intensity:
5 1c 10r
For 10 seconds, the damage of your spells is increased by 5..10...15%.
Just lower the buffs itself instead of making it just plain unusable without any recharge buff (which compress again the so small skillbar of the elementalists, which is devoted for half of it to e-management and utility).
Anet seriously, stop giving killing drawbacks on a skill because you made an overpowered effect. Just lower the overpowered effect.
You know, like Ensign proposed for SF, or for discord ,etc...

Elemental lord
10 2c 20r
Skill. For 10...30 sec, your elemental attributes are boosted by 2. You loose 1 energy each time you successfully cast an elemental spell.
Works a little like Zealot's fire now. Elemental lord would know increase damage at the expense of energy, which is what elementalists are made for, no?

Longasc

Longasc

Forge Runner

Join Date: May 2005

Good Update.

This addresses the potential abuse of many skills with non-primaries. For Assassins and Paragons, within the usual parameters/builds they even got a buff.

I still think some skills need to be nerfed. The Paragon skill needs no healing e.g. - it is still an awesome must have, 35% less damage, even without it.

I think the Ele changes are okay, too. They were too good, now they are questionable: Worth the slot or not. Not sure about that, but a nerf was needed.

I would have liked some other skill for Eles, like some kind of universal nuke for Air/Water/Earth eles, not a damage amplifier.

Traveller

Traveller

Wilds Pathfinder

Join Date: Jul 2005

Finland

League of Extraordinary Explorers [LOST] (my one man guild)

Me/

I think everyone can agree that some of the skills were overpowered, but I still would've liked to see a buff on the more worse ones, especially when it was said that mesmers would get a PvE buff with their sunspear skill. We have been told that these skills (and the last update in general) is still in evaluation period, so to speak, so I expect to see additional buffs too and just not always further nerfs!

Milennin

Milennin

Jungle Guide

Join Date: Sep 2006

Europe

W/

Don't care much about the update, saw it coming; the Critical Agility skill was nice on my Warrior, but I can still kick ass without it.
The Elementalist skills got nerfed most, and look pretty bad now, especially when comparing them to pre-nerf.
Paragon is still good, I think, just linked to the primary attribute which is a good thing, wish they did with all of the new skills.=P

Sophitia Leafblade

Sophitia Leafblade

Desert Nomad

Join Date: Nov 2005

Dragon Slayer Guild [DSG]

R/

I think its a great update, most of the new skils were seriously overpowered and were usable on any profession, they deserved a tweaking to be fair. And the faction exchange buff is great Less grinding, Thanks Anet

-Loki-

-Loki-

Forge Runner

Join Date: Oct 2005

Quote:
Originally Posted by Celestial Beaver
I was always under the impression PvE skills were supposed to augment your current skills...not "look at target foe and PWNZORZ all the foes on the map"
Lightbringers Gaze and every Celestial skill disagree with you. Rebirth Signet isn't overpowered, but it's better than resurrection signet, with the same cast time. PvE doesn't require balance. This is one of the things people bitched about - balance got in the way of having fun, overpowered PvE skills. They make PvE only skills, and have a perfect opportunity to give the community some fun, overpowered skills, and decided to balance them like PvP skills. Very disappointing.

judgedread33

judgedread33

Frost Gate Guardian

Join Date: Jan 2007

Australia, Crikey!

PwnD, plesure wreckin noob donors

E/Me

i find it realy sad that they nerf the sin skill so wars cant use em.... im mean wth i get a stupid adrenalin cyclone axe that doesnt evn charge its self either they make the sin skill usable by wars or they buff the realy lame war skill

Gli

Forge Runner

Join Date: Nov 2005

Quote:
Originally Posted by EPO Bot
Lets see:

Assassin: Good change since it makes assassins more wanted in pve. It's no longer imba for wamma's but they were strong enough on their own.
A single skill that's so good it singlehandedly makes Assassin a viable class, so good it has to be tied to the primary attribute.

Quote:
Originally Posted by EPO Bot
Paragon: TNTF changed into what it should have been in the first place. Now even the n00best mending pug can no longer deny the usefullness of this class.
A single skill that's so good it singlehandedly makes Paragon a viable class, so good it has to be tied to the primary attribute.

Oh, and apparantly the one skill wasn't enough, the Paragon also got a sweet sweet skill in the form of the Warrior's "Save Yourselves!"

Take away the Warrior's access to another profession's skills and give the Warrior's skill to another class. Brilliant.

The whole thing smells of bad design. Either tie every PvE skill to the primary attribute or none.

Servant of Kali

Servant of Kali

Jungle Guide

Join Date: Jan 2006

Me/

I agree with Loki in a way that PvE skills ofc shouldn't be balanced as PvP skills. However, where's the line? Everyone expected these PvE skills to be stronger than normal ones in PvE -but- the initial skills (some of them) were seriously blatantly overpowered to the point where it didn't matter anymore if you play assassin or a warrior.


But it's true, PvE isnt about balance. PvErs always biatch at balance. Look at SS nerf to 15e (after it was buffed). People STILL complained! And the truth is, this skill at 25e would still be overpowered in PvE.

-Loki-

-Loki-

Forge Runner

Join Date: Oct 2005

I'm not saying they should be as powerful as celestial skills, which were, quite simply, ridiculous (1 skill, all members are on 100%hp, and lose all hexes and conditions...). However, they need to be more powerful than normal skills, otherwise, aside from it being stupid that they are limited to PvE only when skills for PvP do the same job better, but they simply won't get used (for that very reason).

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by -Loki-
I'm not saying they should be as powerful as celestial skills, which were, quite simply, ridiculous (1 skill, all members are on 100%hp, and lose all hexes and conditions...). However, they need to be more powerful than normal skills, otherwise, aside from it being stupid that they are limited to PvE only when skills for PvP do the same job better, but they simply won't get used (for that very reason).
Seriously, the skills shouldn't be better, just unique. Like I said in a Mesmer thread, Mesmers should have gotten a skill (or both) that deal with mind control of enemy mobs. It fits the style of the Mesmer, and is something you just can't have in PvP (for obvious reasons). The Warriors could have been a shout that makes all the nearby enemies' next attack/skill focus on them instead of their intended targets. Stuff like that.

They don't have to be overpowered, just unique enough to be used in a PvE situation. Really dumb the way they did it.

rohara

rohara

Krytan Explorer

Join Date: Nov 2006

Rt/

bummer on the ele skills. they were a little too powerful, but now they're rather useless

Marth Reynolds

Marth Reynolds

Wilds Pathfinder

Join Date: Jan 2006

The Netherlands

The Lore Enforcers

Me/A

Darn why did they have to make that para shout leaderschip related.

I've seen it work wonders on a primary ranger with expertise.
And both ele skills are useless now good job Anet (/sarcasm)

Sin skill was overpowerd i agree on that, but it's pve only why nerf it this bad When we have kanaxai aspects in pve that deal 180 dmg in a single attack (not to mention they got 100% double strike with that ench)....

Mesmer recharge got lowerd that's decent maybe i'll consider em now.

Woutsie

Woutsie

Wilds Pathfinder

Join Date: Jul 2005

Belgium

"Using the "Raise Alliance reputation" option with the Kurzick/Luxon faction reward NPCs now gives 10,000 points toward the corresponding title track. The cost is still 5,000 faction points, and the reputation gained by the alliance is still 5,000. "

I like

Z'HA'DUM

Frost Gate Guardian

Join Date: Jan 2006

E/Me

i dont feel like playing gw anymore...